public void Draw(SpriteBatch spriteBatch) { // Draw background background.Draw(spriteBatch); // Draw buttons foreach (Button button in menuButtons) { button.Draw(spriteBatch); } // Draw fields foreach (Field field in menuFields) { switch (field.id) { case 0: field.Draw(spriteBatch, SettingsManager.getUsername()); break; case 1: field.Draw(spriteBatch, SettingsManager.getVerboseDifficulty()); break; case 2: field.Draw(spriteBatch, SettingsManager.getResolutionWidth() + "x" + SettingsManager.getResolutionHeight()); break; case 8: field.Draw(spriteBatch, SettingsManager.getShowDebug().ToString()); break; case 9: field.Draw(spriteBatch, SettingsManager.getShowBounds().ToString()); break; case 10: field.Draw(spriteBatch, SettingsManager.getShowDepths().ToString()); break; default: field.Draw(spriteBatch, "No value"); break; } } }
private void onFirstRun() { Network.Initialize(); firstRun = false; // Create a new controllable player and add it to the list localPlayer = new Player(Vector2.Zero, SettingsManager.getUsername(), 100, true, Network.Client.UniqueIdentifier); players.TryAdd(localPlayer.uid, localPlayer); // Create a minimap minimap = new Minimap(true, players, spawner.stations); }
internal static void Initialize() { // Clean out the player list Online.players.Clear(); // Start Client and attempt connection to the MoboServer Config = new NetPeerConfiguration("Mobo"); Client = new NetClient(Network.Config); Client.Start(); Client.Connect(SettingsManager.getServerIP(), SettingsManager.getPort()); Console.WriteLine(Client.UniqueIdentifier); System.Threading.Thread.Sleep(300); // Send a connection request out_message = Client.CreateMessage(); out_message.Write(CONNECT); out_message.Write(Client.UniqueIdentifier); out_message.Write(SettingsManager.getUsername()); out_message.Write(0); out_message.Write(0); Client.SendMessage(out_message, NetDeliveryMethod.ReliableOrdered); // Wait a little to ensure message sent System.Threading.Thread.Sleep(300); // Use client status to work out whether we are connected or not string status = Client.ConnectionStatus.ToString(); if (status.Equals("None")) { status = "Server ONLINE"; connected = true; } if (status.Equals("Disconnected")) { status = "Server OFFLINE"; connected = false; } ScreenManager.messageList.Add(Client.Status.ToString(), MessageType.Network); ScreenManager.messageList.Add(status, MessageType.Network); }
public void Initialize() { // Disconnect if we are connected online if (Network.connected) { Network.connected = false; } // Create Station Spawner spawner = new StationSpawner(false, 3); // Load background background = new Background(ContentStore.bg7); // Create a new controllable player localPlayer = new Player(Vector2.Zero, SettingsManager.getUsername(), 100, true, 0); players.TryAdd(localPlayer.uid, localPlayer); // Create a minimap minimap = new Minimap(false, players, spawner.stations); }